THQ Nordic acquires the “Kingdoms of Amalur” IP – among other assets from 38 Studios
Vienna/AUSTRIA, Providence, RI/USA, September 5th, 2018: THQ Nordic today announced that the acquisition of the intellectual property “Kingdoms of Amalur” has been finalized with 38 Studios LLC, based in Providence, RI, US. The deal also covered the acquisition of “Amalur” – based on the abandoned MMORPG project “Copernicus”.
The acquisition itself is being handled by THQ Nordic AB, based in Karlstad, Sweden, and daily operations (sales and distribution, evaluation of sequels & new content etc.) will be done via THQ Nordic GmbH in Vienna, Austria.
About Kingdoms of Amalur: Reckoning
The minds of New York Times bestselling author R.A. Salvatore, Spawn creator Todd McFarlane, and Elder Scrolls IV: Oblivion lead designer Ken Rolston have combined to create Kingdoms of Amalur: Reckoning, a new role-playing game set in a world worth saving. Build the character you’ve always wanted and continuously evolve it to your style of play with the revolutionary Destiny system. Choose your path and battle through a master-crafted universe featuring some of the most intense, responsive, and customizable RPG combat ever.
Short info:
Release date: February 10th 2012
SRP: £19.99 / €19.99
Genre: Action, RPG
Metacritic Score: 81 (accessed on September 5th 2018)
Steam reviews: 87% positive (all reviews, accessed on September 5th 2018)
About THQ Nordic
Founded in 2011, THQ Nordic is a global video game publisher and developer. Based in Vienna (Austria) and Karlstad (Sweden), with subsidiaries in Germany, Sweden, and the USA. THQ Nordic brands include Darksiders, MX vs. ATV, Red Faction, Titan Quest, Biomutant, and many more.
THQ Nordic is meant to represent a core approach of doing much more than “owning” a highly competitive portfolio of IPs. It revolves around cherishing them, and aligning them with the very best development resources to expand upon them with the level of experience that communities and established fan bases expect and deserve.
The company’s internal development studios are:
Grimlore Games GmbH based in Munich (Germany)
Rainbow Studios Inc. based in Phoenix, Arizona (United States of America)
Mirage Game Studios AB based in Karlstad (Sweden)
Foxglove Studios AB based in Stockholm (Sweden)
Black Forest Games GmbH based in Offenburg (Germany)
Pieces Interactive AB based in Skoevde (Sweden)
Experiment 101 AB based in Stockholm (Sweden)
Since July 2018, HandyGames (Giebelstadt, Germany) is part of the THQ Nordic network and perfectly complements the setup of the rest of our group as the new “go to”-publisher for small- and midsized developers and projects. The company has a very strong background in VR and publishing of mobile games.
THQ Nordic shares are publicly listed on Nasdaq First North Stockholm under the ticker THQNB:SS with FNCA Sweden AB as its Certified Adviser. For more investor-related information, please visit: http://www.thqnordic-investors.com/en/
1C Company Launches Unknown Fate, Story-Driven VR Puzzle Adventure, for PC and HTC VIVE
Enigmatic First-Person Adventure Hits Steam with 15% Launch Discount Sale, with Oculus Rift and VR Eye Tracking Support to Follow
PRAGUE, September 6, 2018 – “Soon you will have all the answers to your questions. But you still have so much to see…” 1C Company, a global PC and console games publisher, today announced that the story-driven puzzle adventure, Unknown Fate, has launched for PC and PC VR on Steam for $12.75, a 15% launch discount off the game’s normal $14.99 MSRP. At launch, the game supports HTC VIVE and non-VR PC gameplay, with Oculus Rift support coming via update.
“Players can now enter the strangely fascinating world of Unknown Fate to experience a mind-altering adventure playable in both VR and non-VR modes,” said Nikolay Baryshnikov, VP of 1C Company. “The early response has been incredible, and the game is only getting better with support for Oculus Rift and VR eye tracking functionality coming after launch.”
As seen in today’s launch trailer, Unknown Fate is a highly story-driven first-person adventure with many puzzles to solve and enemies to defeat. Players will become Richard, who suddenly passes from the real world into a surreal universe. There, he will encounter strange characters, unfamiliar artifacts, and scenes resembling Richard’s former life, of which he has lost all memory. Yet he feels the world he has come to inhabit is strange and distant; he somehow knows this is not where he belongs. He feels the urge to find out more about this surreal universe and the creatures inhabiting it—to find a way back to his real self and the life he cannot fully recall.
Engulfed in mystery, players will take cautious steps into the unknown in the game, only to find more questions. Reality will become uncertain.
With no way back and a strong urge for answers beating in your temples, you push on, striving to get a grip on the odd difficulties surrounding you, eagerly awaiting the moment your mind will become untangled when the thread of your journey finally unravels all the way. But there is some way yet to go…
Game Features
· Story-Driven Adventure: Explore a strange and surreal world as Richard seeks to find his way back to reality
· Mind-Twisting Puzzles: Manipulate objects to uncover clues and find a way through
· Designed for VR and PC Alike: Experience reality and unreality in a truly immersive fashion
· Immersive Eye Tracking: Chart a trail to the answers you seek via object highlighting and environmental event triggers in non-VR mode at launch, with Tobii support also coming for VR
· Full Controller Support: Tracked controllers, gamepad, and keyboard/mouse are all supported
· Oculus Rift: Support for this additional VR platform will be added after launch
Unknown Fate is developed by Marslit Games and published by 1C Company, and the game has been rated E10+ (10+ for Everyone) by the ESRB. The game is now available on Steam with PC and HTC VIVE support for $12.75, a 15% launch discount off the game’s normal $14.99 MSRP. Oculus Rift support will be added after launch.
Keep in touch with the latest 1C Company news on their website and by following them on Twitter and Facebook.
About 1C Company
Founded in 1991, 1C Company is the largest publisher, distributor and developer of computer and video games in Eastern and Central Europe. 1C Company works as a publisher and producer with over 30 independent development studios and has produced over 100 projects for PC and consoles including titles like Hard Truck 2/King of the Road, Space Rangers, Soldiers: Heroes of World War II, Faces of War, Men of War series, Perimeter, Fantasy Wars, Death to Spies, King’s Bounty: The Legend, and King’s Bounty: Armored Princess. For more information, please visit http://1cpublishing.eu/.
Pearl Abyss, the South Korean developers behind Black Desert Online, announced they have purchased EVE Onlinedevelopers CCP Games from current investors Novator Partners,General Catalyst, and NEA. The deal will see CCP Games operating independently in the foreseeable future. Currently, CCP Games has studios in Reykjavik, London, and Shanghai.
Pearl Abyss revealed that the motivation behind the purchase was to acquire CCP Games’ years of experience in keeping EVE Online going with a dedicated playerbase and publishing expertise on PC and PlayStation.
Pearl Abyss CEO Robin Jung offered the following statement regarding the acquisition:
We are thrilled to have CCP Games join our team as Black Desert Online continues to branch out globally. CCP is a seasoned publisher with over 15 years of digital distribution experience and know-how. They have done an incredible job of engaging and maintaining their playerbase, which we aim to learn from and hope to integrate natively into Pearl Abyss’ general practices across all our games. I am confident CCP’s reputable IP and expertise in global publishing will help reaffirm our company’s dedication to developing and servicing the world’s best MMORPGs.
Elude Gruesome Childhood Fears in The Inner Friend From PLAYMIND
Adventure Horror Game Launches Today on Steam
Montreal – September 6, 2018 – It’s time to face your childhood nightmares by diving into the depths of the subconscious in adventure horror game The Inner Friend from independent developer PLAYMIND. Launching today on PC via Steam for $14.99 USD, The Inner Friend has players journey through a rich but wordless story where they must elude gruesome beings and collect memories in order to restore peace to a distressed mind. To celebrate the game’s release, there is a 10% discount for the launch week.
In The Inner Friend players must use diverse mechanics derived from classic childhood games (Hide & Seek, Floor is Lava, Marco Polo) to face childhood fears and nightmares in order to retrieve a lost part of themselves: the inner child. The Inner Friend relies mostly on atmosphere to create a unique and eerie experience that comes pretty close to the feeling of being a powerless child again.
“The subconscious holds our deepest, darkest thoughts and we knew it would be fun to develop a game that taps into these memories,” said Emmanuel Sévigny, CEO of PLAYMIND. “With The Inner Friend we bring to light our hidden fears and force players to confront what may lie in their own subconscious.”
For more information regarding The Inner Friend please visit the game’s Steam page, or PLAYMIND’s Twitter page.
About PLAYMIND
PLAYMIND is a gaming and digital media studio that has an accurate perception of the ever-changing digital culture. For more than 15 years, PLAYMIND has been specializing in the design and development of digital media. The studio combines strategic analysis and prototypes using cutting edge technologies to create strong immersive experiences. PLAYMIND focuses on mobile, VR, AR, console and event-based video games, on digital interactions and immersive environments for advertising, museums, events, world fairs and performances. PLAYMIND is developing its first IP console game called The Inner Friend, planned to be released in 2018
Paramount Pictures Australia announced Overlordactor Pilou Asbaek and director Julius Avery will be attending Oz Comic-Con in Sydney. They will be participating in a Q&A panel held on Saturday September 29 at the International Convention Centre in Darling Harbour. The panel will be followed with the first screening of the film in Australia. No start time has been announced, and more details will be revealed in the coming weeks.
Overlordis a horror movie produced by J.J. Abrams. Starring Jovan Adepo, Wyatt Russell, Pilou Asbaek, John Magaro, Mathilde Ollivier, and Bokeem Woodbine; the film follows a group of paratroopers dropped behind Nazi lines on D-Day. Instead of the usual disruption of Nazi lines, the paratrooper discover the twisted experiments Nazi scientists are conducting to create the ultimate soldier.
Overlord is scheduled to hit Australian cinemas on November 8.
Developer: Blizzard Publisher: Blizzard Platform: PC Release Date: 13/14 August 2018 Price: $49.99 USD / $69.95 AUD – Available Here
Video Review
Overview
Like clockwork, the next expansion for World of Warcraft is out. Battle for Azeroth marks a return to the intense war that filled the Alliance and Horde’s early history. Players can look forward to two new islands to quest in, new Allied Races, the new Island Expeditions PVP mode, the new Warfront PVE mode, and the new world PVP system.
Story
Tensions between the Alliance and the Horde have been coming to a boil over the last two expansion packs. Sargeras’ sword strike on Azeroth has left the mysterious and potent material Azerite scattered across Azeroth. The Alliance and the Horde are now locked in a deadly battle to control the material, refusing to trust the other side enough to share. Since a common enemy no longer exists, the two sides are now turning on each other. The once peace-seeking Jaina Proudmoore is fully committed on her path of vengeance against the Horde, willingly returning home to Kul Tiras in hopes of convincing her homeland to lend their strength to the Alliance. Sylvannas Windrunner and the Horde have opted to ensure the Horde’s survival by striking at the heart of the Alliance, razing Darnassus and sacrificing Undercity in hopes of dealing a crippling blow. Her plan fails, and now the Alliance and Horde are returning to all out war.
Kul Tiras and Zandalar are the two new zones for the Alliance and Horde respectively. As a Horde player, I am impressed with Zandalar. The Trolls have often fallen on the wayside, becoming an afterthought to the more prominent Orcs they share land with. The cultural richness of Zandalar makes me wish Blizzard paid more attention to the Trolls sooner as the Zandalar is one of the best zones Blizzard has released in a long time. The voodoo-based culture sees a rich expansion with the introduction of the Loa, spiritual beings that are very much human in behaviour. The Loa have rivalries with each other, engage in conflict, and generally buck the dull trend of the usual benevolent all-powerful deity.
I am not a huge fan of the overall direction of Jaina Proudmoore and the Horde. I feel Jaina’s path towards violence feels a bit forced for story purposes. While Sylvannas Windrunner’s behaviour is perfectly within character, I worry that the Horde is slowing being reduced back into the easy bad guy from early Warcraft days.
While I have my concerns with the overall direction of the lore, the expansion is generally well written. There are a lot of standard “kill 12 wolves” type quests, but the smaller storylines in each questing area are usually pretty interesting. There is a good bit of humour that helps offset some of the darker parts of the game.
Gameplay
Battle for Azeroth offers new Allied Races, two new continents for questing, Warfront PVE mode, Island Expeditions, and serious quality of life overhauls to world PVP. The Allied Races are probably the least interesting of the bunch, offering players the chance to roll characters of Allied Races that the Alliance and Horde have encountered over the years. These races generally offer slightly different colouring and new racial traits. New players won’t be able to access this content right away, as earning the right to play as any of the new races requires a bit of legwork to earn enough reputation and complete each race’s storyline requirements. I doubt the new Allied Races are on the top of anyone’s priorities, but it will serve as a decent distraction between major post-release content updates.
The leveling experience in Battle for Azeroth is excellent. The expansion offers the island of Kul Tiras and Zandalar for players to explore. Alliance will start off in Kul Tiras, while the Horde will begin their adventures in Zandalar. A good chunk of the story is located on each faction’s island, with most of the content on the other island being unlocked after level 120. I am very happy with the quest lines found on the Horde side. While there are plenty of MMO filler quests, there are also a lot of unique moments to break up the grind. Many of Legion’s optional activities such as rare monsters, treasure chests, and bonus objectives make their return. I am happy to see there are a lot less bonus objectives this time around, as it makes the areas feel a bit less grind heavy.
The new dungeons do not stray too far from the Legion experience. The dungeons are designed to introduce players step by step into more technically challenging content by adding new mechanics to existing fights instead of simply ramping up the minimum stat requirements to complete more challenging content. As a former progression raider during the early years of World of Warcraft, I am thrilled to see Blizzard is continuing their efforts to ensure new players aren’t learning skills almost entirely from scratch by the time they look to start raiding for the first time.
The new Warfront mode is an interesting new addition for PVE players that takes design cues from Warcraft’s RTS roots. It’s an intriguing new mode that requires one faction to work together to pool resources to attack the opposing faction’s base. During the attack, players work together to collect resources, construct buildings, and assault enemy bases. After the attack, the attacking faction now becomes the defender and has access to the Azerite war machine world boss, then it’s the other faction’s turn to assault. It’s exactly the type of brand new experience World of Warcraft players have been craving for a long while.
The Island Expeditions are another new addition to the gameplay that offers semi-randomly generated maps for three players that challenges them to collect a certain amount of Azerite to win. In the first three difficulties, AI designed to mimic players will serve as the opposing team with the final PVP difficulty pitting players against each other. The open-ended nature of the maps offers some intense fights and conniving tactical options. I think the smaller three player teams are perfect for groups of friends who can’t summon up the numbers for rated battlegrounds but want something more than straight up arena PVP.
The expansion overhauls the world PVP system to improve the quality of life. PVP and PVE servers are gone now, solving the age-old problem of someone not wanting to join a group of friends because of the server type. Instead, players can opt into War Mode at their respective faction’s capital city. Enabling the mode gives players access to four PVP oriented talents along with improved rewards in exchange for the ever-present risk of world PVP. It’s a smart idea that groups players willing to get into a brawl over a questing spot and rewards them appropriately, while giving players who just want to quest in peace a safe area away from campers.
The expansion also does some housekeeping to try to wrangle the ballooning numbers that are inevitable with seven expansion packs. Tweaks have been made to item levels, stats, and professions. While most players probably won’t notice the changes to item levels and the stat squish, the changes to the profession skills are a bit more confusing. A little better explanation in game would have been welcomed here.
The new Heart of Azeroth and Azerite items replace the artifact weapons from Legion. While the artifact weapons were initially really interesting, seeing so many max level characters in town wielding the same weapon could get visually boring. Instead, players will carry the same necklace throughout the expansion and will also be able to loot special items that offer class specific skills based on the player’s Azerite level. Since players will be able to use multiple Azerite items, players have a good bit of incentive to chase down that one item with the skills they really need.
Battle for Azeroth still isn’t perfect. The class balancing leaves a bit to be desired. Blizzard has their work cut out for them to bring specializations on even footing over the next few months. Additionally, a bit of bug stomping is still in order. While there was nothing completely game breaking, I encountered quite a few quests that needed to be completely reset due to a bug.
Visuals
Blizzard has implemented changes with each expansion pack to improve World of Warcraft’s graphical chops. While the graphical upgrades are subtler than Warlords of Draenor that introduced high resolution models, Battle for Azeroth shows that World of Warcraft is still holding up quite well. Stylistically, Battle for Azeroth looks great. Zandalar has an amazing exotic vibe that mixes in elements of South America and Africa. While not nearly as flashy, the slightly more conservative Kul Tiras won’t disappoint either.
Audio
The audio experience in Battle for Azeroth is excellent. The sound effects continue to be solid. The voice acting is top notch, with only the rare actor falling just short of the overall high quality. The soundtrack is great. The music is subtle enough to listen to for hours on end, but still strong enough to evoke some emotion as necessary or to give an area a little bit of flair.
Overall
Battle for Azeroth is one of the better expansions Blizzard has released for World of Warcraft. The new zones are probably some of the best for questing and story richness. While the bulk of the expansion fine tunes a lot of the changes introduced in Legion, the new Warfront and Island Expedition modes are intriguing new additions to the franchise. Blizzard still has a bit of work to do before they release the next major content update as bugs still need to be squished and class balancing needs some work. I am also unsure about the direction with the overall plot; however, Battle for Azeroth is definitely an expansion worth returning to World of Warcraft for.
Capsule Computers review guidelines can be found here.
There are a number of products that come out ahead of their time. Either they were simply too advanced to be properly enjoyed by players or were incredibly expensive and the Shenmue series happened to fall into both of those categories. Arriving in the West in 2000 and the sequel eventually arriving in 2002 in limited quantities Shenmue I & II brought with it a number of gameplay features that were rarely, if ever, found in video games before. With a potential conclusion to the series on the way, Sega has brought Shenmue I & II back to current consoles so fans can either relive their time with the game without digging out their Dreamcast or hoping they had an original Xbox version as well as try to introduce the series to those who have only ever heard about it until now.
Story
The teenager Ryo Hazuki returns to the family dojo to see that his home has been invaded by a group of strange men. With his housekeeper Ine and other trainee Fuku already at their mercy, his father and master Iwao is being threatened to reveal the location of a mysterious mirror. Despite resisting at first Iwao succumbs to this man’s will when he easily incapacitates Ryo and prepares to kill him. With the mirror’s location revealed, the man reveals himself to be Lan Di and slays his father before leaving the rest of the group alive with almost no knowledge of how to track him down. Despite this setback, Ryo is determined to locate Lan Di and get revenge, even if it means traveling to another country, taking on numerous odd jobs, and helping a wide array of other people that range from normal to absurd to do so.
Shenmue I is a bit of an odd game thanks to the way that its storyline is handled. Thanks to the fact that the game’s world is designed to feel as much like real life as possible players will need to track down NPCs as they all follow their own unique schedules, try and find various clues that will lead to dead ends, and much more. This means that the story, set in 80s Yokosuka, Japan, can progress at an incredibly slow and deliberate pace thanks to there being times players will need to wait almost an entire day to speak to a single character.
This does create a more personal feeling journey however as players will come to familiarize themselves with the NPCs and their schedules as well as take part in numerous little side activities to kill time like tracking down little games to play at home, feeding an abandoned kitten, and collecting little capsule toys from gachapon machines.
Once players progress to Shenmue II this personal touch is lost a bit as players leave the mainland and travel to Wan Chai, Hong Kong in search for Lan Di where the story moves at a brisker pace and the free exploration element dies down a bit. This is mostly due to the fact that, since Ryo isn’t familiar with his environment, players are helped out by a wide range of NPCs that are willing to assist and thanks to an expanded dialogue system not found in the first game players can easily access story points far easier than in the original game.
As a result players will find themselves with an intriguing game that offers a mystery that stretches across numerous games as they live out the life of a Japanese boy seeking revenge in the late 80s. The concept of having to have a relatively normal life, like taking a job to earn money for your revenge trip and then going through numerous other people to try and even get a hint of where to go next can make for a rather tedious experience nowadays but was unheard of when these games were released and still makes for an interesting experience.
Gameplay
In many ways Shenmue I & II helped establish a number of gaming mechanics that have since flourished since the game’s original release. At the time players never had to really worry about in game time passing and having to keep track of various characters’ schedules, especially in adventure games such as these, but that is exactly the type of games Shenmue I & II are. Each area you play through features a wide array of NPCs that all have unique aspects to them and interactions with Ryo as you choose whether or not to help them out with whatever little issues they might have.
Even basic exploration is handled incredibly well as there are way more interactable objects than you ever need to actually bother examining in this game. This helps breathe life into the world and give it a more lived in feeling than what one would expect even today, let alone back when these were originally released. That being said, the movement mechanics do still rather rough even with some slight modifications made to them for release on these current consoles making them a bit more refined than they originally were, though the option to swap back to the original control scheme is available for purists..
Combat is featured relatively sparingly through the first game and a bit more during the sequel but one thing that is featured prominently, which was once again fairly new at the time, are quick time events. These events can spring up rather quickly during cutscenes and generally don’t have disastrous results if you fail them, in fact a few failures here and there can be a bit funny depending on the outcome.
Speaking of other modifications made to the title, players will now have the ability to save at any time they wish, making time management far more accessible in a game that can often make you wait for over an hour doing side activities to trigger the next plot point. There is also the, relatively new for most, ability to transfer your save from Shenmue I to Shenmue II and bring various bonuses along with you, such as items and new martial arts techniques that Ryo has learned, into the sequel to help make things a bit easier.
It is worth noting that there have been a handful of times that both Shenmue I as well as Shenmue II did end up crashing and once I needed to reload a save from the first game in order to properly trigger a quest that was glitched at the time. These issues along with a few visual errors that popped up from time to time in both games tend to be fairly rare but do end up being noticeable when they occur.
Visuals & Audio
It is worth noting that while Shenmue I & II have been released on modern consoles don’t expect either of these two games to look that impressive outside of how capable the designers were back when these games were released. Outside of some light touches here and there to modify the UI and some other HD modifications such as 16:9 visuals while playing normally and 4:3 during cutscenes, don’t expect huge changes to the look of these games other than them being cleaned up for this HD release.
One thing that is quite unfortunate however is the fact that the audio tracks are incredibly poorly handled. While both the English and Japanese voice tracks are available for those who want to swap between them, either in an attempt to relive their memories or see how the other option sounds now that it is available, both of these tracks sound incredibly muffled in nature like they were recorded in very poor conditions. While it is understandable that redubbing the game would have been quite an undertaking, it is disappointing that the voice work is so poorly handled. As far as the soundtrack is concerned, players will be pleased to find that the music remains untouched and fitting for the theme of the game.
Overall
Shenmue I & II may not have aged the greatest since they were originally released on the Dreamcast but with Sega bringing these titles to current consoles there is no better way to relive these games than this. The voice work may be terrible sounding even for a pair of old games and there are a number of mechanics that were new at the time and are rough around the edges due to their experimental nature, but this pair of games make for an intriguing set of games that follow Ryo’s journey in a unique fashion that just isn’t found in most of today’s games.
COMMAND & CONQUERTM RIVALS NOW AVAILABLE FOR iOS AND ANDROID IN AUSTRALIA AND NEW ZEALAND
Dominate Opponents in Real-Time 1v1 Matches for Quick, Competitive Gaming Wherever Players Are
September 6, 2018 – Electronic Arts today announced the global rollout of Command & Conquer™: Rivals continues with the game now available to players in Australia and New Zealand. Rivals is the fresh and innovative player versus player (PVP) real-time strategy game (RTS) built from the ground up for mobile devices.
Command & Conquer: Rivals delivers action-packed head-to-head battles with the added advantage of being on a mobile platform for on-the-go face-offs. Planning and strategy are key to victory in Rivals, where both high-level strategy and tactical excellence are required to take down opposing armies. Players can tailor their approach as they choose from an arsenal of commanders, forces, and custom deck builds to create winning combinations.
Players in Australia and New Zealand can look forward to experiencing changes to the game implemented based on feedback from Rivals’ Pre-Alpha announced earlier this summer, as well as additions based on more recent feedback. The team has introduced a Friends List and a massive in-game suite of features called the C&C network, as well as two new Units – the Juggernaut and the GIGA-Cannon. The developers at Redwood Studios have also been hard at work integrating matchmaking system changes that ensure players are having a fun and fair experience in Command & Conquer: Rivals. Additional features will also be added in during the road to worldwide launch, such as unit level caps, which place players within different ranks based on their progress, rewards for winning streaks, and progress milestones that keep player’s current level safe while they push to advance to the next level.
During the Rivals global rollout period, the development team will continue the feedback dialog with players and will be implementing changes to the gameplay over time, with the aim of delivering the best experience possible in the final game. Players can share share their thoughts on current features and features they’d like to see added to Command & Conquer: Rivals here.
Command & Conquer: Rivals is now available on iOS and Android devices as a free download in Brazil, Australia, and New Zealand, and will be available worldwide later this year. Rivals fans and mobile gamers worldwide can look forward to the worldwide official launch coming soon. Want to explore even more of Command & Conquer: Rivals? Stay up-to-date on the latest news at www.ea.com/command-and-conquer.
About Electronic Arts
Electronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers. EA has more than 300 million registered players around the world.
In fiscal year 2018, EA posted GAAP net revenue of $5.15 billion. Headquartered in Redwood City, California, EA is recognised for a portfolio of critically acclaimed, high-quality brands such as The Sims™, Madden NFL, EA SPORTS™ FIFA, Battlefield™, Need for Speed™, Dragon Age™ and Plants vs. Zombies™. More information about EA is available at www.ea.com/news.
Origin, EA SPORTS, Battlefield, The Sims, Need for Speed, Dragon Age, and Plants vs. Zombies are trademarks of Electronic Arts Inc. PlayStation is a registered trademark of Sony Computer Entertainment Inc. John Madden, NFL and FIFA are the property of their respective owners and used with permission.
Bethesda hosting Australia’s inaugural Quake Championship at PAX 2018
MELBOURNE, VIC – 6 Aug. 2018 – PAX Aus 2018, taking place 26-28 Oct. 2018 at the Melbourne Convention and Exhibition Centre, will be home to Bethesda’s inaugural Australian Quake Championships.
On Sunday, 29 Oct., the best of the best will compete for the title of Australian Quake Champions on the ESL stage. The winning team will be flown to represent the region on the global stage at Dreamhack Winter Elmia, Jonkoping, from 30 Nov. – 3 Dec., 2018, and compete for a prize pool of $200,000 USD.
The 2v2 online qualifiers kick off this weekend on Sunday, 9 Sep. and will continue right up until the culminating event at PAX Aus. Finalists will have their flights and accommodation paid for.
“The word ‘quake’ refers to an event so massive the earth itself trembles. Australia, a historically tectonically stable region, doesn’t normally experience events on a scale the likes of which send tremors through the ground,” said Luke Lancaster, content manager, PAX Aus. “It is a true pleasure that we have the rare privilege of working with Bethesda to make the damn earth shudder with the Quake Championships at PAX Aus this October.”
Players can register for the online qualifiers and schedules here.
About PAX PAX is a festival for gamers to celebrate gaming culture. First held in Seattle in 2004. PAX connects the world’s leading game publishers with their most avid and influential fans, PAX expanded with a second show in Boston in 2010 and a third in San Antonio in 2015, making it the three largest gaming shows in North America. The first international PAX was held in Melbourne in 2013, and has since become Australia’s largest gaming festival. The brand also expanded to include a dedicated tabletop expo PAX Unplugged in Philadelphia, US, and will launch the new Powered by PAX events in Paris, France this April. http://www.paxsite.com
About ReedPOP ReedPOP is a boutique group within Reed Exhibitions, the world’s leading event organizer.ReedPOP is devoted exclusively to organizing and managing events, launching and acquiring new shows, and working with premium brands in the pop culture world to deliver once in a lifetime experiences for fans everywhere. The ReedPOP portfolio includes: New York Comic Con (NYCC), Chicago Comic & Entertainment Expo (C2E2), Penny Arcade Expo (PAX) West, East, South and Australia, EGX, EGX Rezzed, EGX Berlin, Emerald City Comic Con (ECCC), BookCon, Oz Comic Con, Comic Con India, Comic Con Paris, Comic Con Seoul, Star Wars Celebration, ComplexCon and more. http://www.reedpop.com
Rovio Entertainment and Imagine Dragons Launch Special Angry Birds Match Event Benefiting the Tyler Robinson Foundation
Join the fight against pediatric cancer in “Angry Birds x Imagine Dragons,” featuring new characters, outfits and the music of Imagine Dragons!
LAS VEGAS / ESPOO – Sept. 5, 2018 – Rovio Entertainment Corp. has partnered with the multi-platinum Grammy Award-winning band Imagine Dragons to launch “Angry Birds x Imagine Dragons,” a free in-game event playable in Angry Birds Match now through Sept. 25, 2018. The event benefits the Tyler Robinson Foundation (TRF), a non-profit organization dedicated to helping families cope financially and emotionally with pediatric cancer.
“The Tyler Robinson Foundation is a cause very close to our hearts. These kids and their families should never have to suffer financial despair when they’re already battling cancer together, and it’s an honor to help them out any way we can. We jumped at the chance to join with Angry Birds to bring more awareness and support to TRF and these kids.”
In “Angry Birds x Imagine Dragons,” adorable baby Angry Birds, a.k.a. the Hatchlings, need a hand as they get ready to rock out in support of TRF. Take part in special challenges, collect VIP passes, and help the Hatchlings set the stage for the biggest concert ever. The in-game event features an exciting new location, the Las Vegas Concert Arena, and three new characters with nine exclusive outfits, including rockstar gear and dragon wings. Additionally, Imagine Dragons’ track “Natural” will be showcased in-game.
Kim Gradisher, Tyler Robinson Foundation Executive Director, said:
“We are incredibly grateful to Imagine Dragons and Rovio Entertainment for using this compelling brand pairing to support TRF and the many families battling pediatric cancer. By using their considerable public platform and reach to draw awareness and encourage giving, Imagine Dragons and the creators of Angry Birds have helped to make a deep impact in the lives of TRF families. Every day, but particularly in September during childhood cancer awareness month, it’s so important to let these families know they do not face their battle alone.”
“Angry Birds x Imagine Dragons” coincides with childhood cancer awareness month and is one of many initiatives TRF supports during September to expand its mission. The Angry Birds Match game will also be featured during the Foundation’s annual “Rise Up” charity gala held on Friday, Sept. 14, in Las Vegas. Integrated placements in the game will link to the campaign’s landing page at trf.org/angrybirds, where players can read more about the cause and take action by donating.
Ville Heijari, CMO, Rovio Entertainment, commented:
“It’s an honor to team up with Imagine Dragons to support all the good the Tyler Robinson Foundation does for children and families battling this life-threatening disease. It’s our hope Angry Birds Match will help raise awareness around the world about this very important mission and inspire fans everywhere to join the cause.”
Imagine Dragons fans can give back to TRF and catch the band perform an exclusive acoustic set during the “Rise Up” gala by visiting Facebook.com/ImagineDragons on Friday, Sept. 14, at 9 p.m. PT. For more information on TRF and “Rise Up’’ gala visit http://www.trf.org/.
Angry Birds Match stars the Hatchlings, adorable fuzz balls from The Angry Birds Movie. Arrange toys, stars and other items to pop the piggies and help the Hatchlings with different challenges. Angry Birds Match is free to download with in-app purchases on iOS devices through the App Store and Android devices via Google Play.
Angry Birds and all related properties, titles, logos and characters are trademarks of Rovio Entertainment Corporation and are used with permission. All Rights Reserved.
About Rovio Entertainment
Rovio Entertainment Corporation is a global entertainment company that creates, develops and publishes mobile games which have been downloaded over 4 billion times. The Company is best known for the global Angry Birds brand, which started as a popular mobile game in 2009, and has since evolved from games to various entertainment and consumer products in brand licensing. Today, the Company offers multiple mobile games, animations and has produced The Angry Birds Movie, which opened number one in theaters in 50 countries and the sequel of which is planned to be released in 2019. Rovio is headquartered in Finland, and the company’s shares are listed on the main list of NASDAQ Helsinki stock exchange with the trading code ROVIO. (www.rovio.com)
About Imagine Dragons
Formed in 2009 and featuring lead vocalist Dan Reynolds, guitarist Wayne Sermon, bassist Ben McKee, and drummer Daniel Platzman, Imagine Dragons earned a grassroots following by independently releasing a series of EPs. After Alex Da Kid signed them to his KIDinaKORNER/Interscope label, the band made its major-label debut with the release of Continued Silence, a 2012 EP featuring the 2x platinum breakthrough single “It’s Time.” Night Visions arrived later that year and Imagine Dragons found themselves on a skyward trajectory that saw the album debut at No. 2 on the Billboard Top 200 Albums chart and became the No. 1 album on Spotify Worldwide for 2013. Night Visions has sold more than 5 million copies worldwide. The album’s second single, the 9x-platinum “Radioactive,” hit No. 1 on the Billboard Rock chart and earned the band a 2014 Grammy for “Best Rock Performance.” The third single, “Demons,” hit No. 1 on Alternative and Top 40 radio, and has sold 3.9 million copies in the U.S. Imagine Dragons’ platinum-selling second album, Smoke + Mirrors, debuted at #1 on the Billboard Top 200 album chart and has sold 1.1 million copies worldwide. Imagine Dragons’ third studio album, Evolve, has been certified double-platinum within a year of its June 2017 release. Evolve has spent 60 weeks on Billboard’s Top 200 Albums chart. The album is 10th in the world on Spotify with over 38 million monthly listeners.
About The Tyler Robinson Foundation
The Tyler Robinson Foundation (TRF) helps strengthen families financially and emotionally as they cope with the tragedy of a pediatric cancer diagnosis by providing grants specifically to offset out-of-pocket life expenses. TRF is the nonprofit organization of the Grammy Award-winning band Imagine Dragons. TRF meets a critical need in communities across the U.S., Canada and Mexico. Each year, one in 285 children are diagnosed with cancer. While many pediatric cancer organizations focus on growing awareness and support for families with the physical and emotional toll of a diagnosis, the huge financial hardship cancer treatment places on families is rarely discussed. More than 85-percent of every dollar TRF raises goes right to families in need. For more information visit TRF.org.